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Let's Talk Missiles

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#1 Senpai Stalker 1

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Posted 18 January 2016 - 05:22 PM

1. Missiles need more weight (a lot more)
2. Missiles launching should cause a lot more heat.
3. Missile Launchers should take more slots.

I believe this is fair considering the new map is nothing but a snowy "no man's land" (learn your history if you don't know what that is). Also it will stop people from heavily relying on LRM boats...honestly I wish they didn't add LRMs because there are only 12 v 12 maps. If it was 50 v 50 then I can understand the need for artillery.

#2 Barantor

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Posted 18 January 2016 - 05:27 PM

1.nope
2.nope
3.nope

LRMs have suffered enough, if you think they are bad now then you should be told of the LRMapocalypses that have happened in the past.

Right now LRMs are about right, not too strong though not so weak that they do no damage. It would be nice if they homed in on where you aimed tag or the narc beacon, but other than that they are fine. Way Way WAY too many things counter them already.

#3 SkaerKrow

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Posted 18 January 2016 - 05:29 PM

You know that LRMs are slightly rubbishy at high tiers, and on a good number of maps, yes? And that you can mitigate their effectiveness by using cover, mounting AMS, or sticking with Mechs outfitted with ECM? I know that getting hammered down by a LRM swarm can be frustrating, but that's no reason to neuter them.

#4 Fox With A Shotgun

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Posted 18 January 2016 - 05:29 PM

If LRM boats are your pet peeve, then I suggest investing in the Jesus Box (ECM). Virtual immunity to LRM fire for yourself until the brawls start happening (and the enemy is carrying BAP/CAP).

Honestly, LRMs are already nearly useless as it stands. ECM hard counters it at its effective range, as you can't lock on to them unless you or someone else is within 250m of them. Their DPS-to-weight ratio is terrible, made worse by the fact that without TAG, NARC/artemis or both of these, a significant amount will hit the ground if the enemy is moving. Enemy breaks line of sight with radar deprivation on, and your missiles hit nothing. The list goes on.

IS LRM20 is already 10 tons. Throw in Artemis IV and you've got 11 tons. You want to make these a lot heavier? Really? Hotter? They're already running fairly hot for their damage output, which is really quite bad.

#5 MadCat02

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Posted 18 January 2016 - 05:34 PM

1) I think the weight is perfect . You need like 3-4 tons of ammo for each LRM20 to be honest .If you try to make LRM boat on 75-85 TON IS mech you will barely be able to fit 40LRMs+4-5 mediums .

2)I have noticed that using 50 or so LRMs on chainfire really produces no significant heat .Although usually LRM boats do not have enough DHS to fire Medium lasers which they usually have to combat lights . Either way I would not say that LRM boat is very heat efficient .

3) unfortunately that just wouldn't work with the Mechs that we have right now . You will see that some mechs have 2 LRM slots and can only fit LRM20+15 or 10 . If you increase size ,some LRM mechs will not be viable .

I am not trying to defend LRMS . I think they can be abused but its mostly because ECM got too many nerfs .

Edited by MadCat02, 18 January 2016 - 05:35 PM.


#6 Parnage Winters

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Posted 18 January 2016 - 05:38 PM

-Player complains about LRMS being too powerful.
-Player tries LRMS.
-Play fails because he has no idea how LRMS work effectively.
-Player calls blindly for LRM buffs.

The cycle of missile and death continue..

#7 Mycrus

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Posted 18 January 2016 - 05:44 PM

Once upon a time lurms were actually useful and light mechs with tag were called as the primary target.

Oh i miss those comms... 'delta jenner tag... focus legs'...

Kids these days know nothing...

#8 Thunder Child

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Posted 18 January 2016 - 05:45 PM

Having looked at previews of the new map (which I am seriously looking forward to. It might almost be MW:LL level of awesome) and having NO play time on it whatsoever, I can hereby declare that:

1: Gauss, PPCs, UAC 2s, and Large Lasers (all varieties) need more weight (a lot more).

2: Gauss, PPCs, UAC 2s, and Large Lasers (all varieties) should cause a lot more heat (especially Gauss! 1000x more heat than it does NAIO!).

3: Gauss, PPCs, UAC 2s, and Large Lasers (all varieties) should take up much more space on the mech. In fact, they should take up space on your teammates mechs too!

I believe this is fair considering the new map is nothing but a snowy "no man's land" (learn your history if you don't know what that is). Also it will stop people from heavily relying on META.... honestly I wish they didn't add META because there are only 12 v 12 maps. If it was COD then I can understand the need for One Shot Sniper Weapons.


Okay, I'm sorry. I'll be serious now.
Until people have played the map, there is no need to beat up on an already struggling weapon system. If you seriously have trouble with LRMs, get a Radar Derp module. Hell, just one, and swap it between mechs. It, and Seismic Wall Hack, are the two most valuable purchases you will EVER make in this game (until they get nerfed due to unfounded QQ).

#9 Mcgral18

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Posted 18 January 2016 - 05:55 PM

View Postsensen, on 18 January 2016 - 05:22 PM, said:

1. Missiles need more weight (a lot more)
2. Missiles launching should cause a lot more heat.
3. Missile Launchers should take more slots.

I believe this is fair considering the new map is nothing but a snowy "no man's land" (learn your history if you don't know what that is). Also it will stop people from heavily relying on LRM boats...honestly I wish they didn't add LRMs because there are only 12 v 12 maps. If it was 50 v 50 then I can understand the need for artillery.


Posted Image

It seems you're new.


Here's a nice little ***-bit: LRMs are absolutely terrible weapons.
Their effectiveness is entirely dependent on the target's skill rather than the shooter.


SRMs are around the Mediocre mark, and the isSRMs need a fair boost to overcome the half weight cSRM launchers...like 2.5 dam/missile (sorry, rocket...MWO has Short Range Rockets)

#10 pbiggz

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Posted 18 January 2016 - 05:58 PM

View PostBarantor, on 18 January 2016 - 05:27 PM, said:

1.nope
2.nope
3.nope

LRMs have suffered enough, if you think they are bad now then you should be told of the LRMapocalypses that have happened in the past.

Right now LRMs are about right, not too strong though not so weak that they do no damage. It would be nice if they homed in on where you aimed tag or the narc beacon, but other than that they are fine. Way Way WAY too many things counter them already.


LRMs suck.


Fire And Forget
No shared targetting without special equipment.

That is what missiles need. You get your own locks and you waste less ammo when you run solo, but if you run in a lance with support carrying NARC and C3, missiles are extra powerful.

#11 MechB Kotare

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Posted 18 January 2016 - 05:59 PM

View Postsensen, on 18 January 2016 - 05:22 PM, said:

1. Missiles need more weight (a lot more)
2. Missiles launching should cause a lot more heat.
3. Missile Launchers should take more slots.

I believe this is fair considering the new map is nothing but a snowy "no man's land" (learn your history if you don't know what that is). Also it will stop people from heavily relying on LRM boats...honestly I wish they didn't add LRMs because there are only 12 v 12 maps. If it was 50 v 50 then I can understand the need for artillery.


Go back to playing Call of Duty you FPS arcade noobie,

LRMs are weak. Anyone with brain can hide behind the hill or building to negate them. SRMs are close range, unless you let SRM boat get close to you, you can negate those as well.

You dont like screenshake. You just want to brainlessly fight. And shoot.

Quote

1. Missiles need more weight (a lot more)
2. Missiles launching should cause a lot more heat.
3. Missile Launchers should take more slots.


1. Erm, nope because Battletech values. (Battletech = fictional universe which this game is inspired by)
2. Erm nope. Like Ballistics (Gauss and AC) missiles should always generate little to no heat, because they have little to none Energic fuctionality
3. Erm nope? Because Battletech values.

LRMs should, if something, get more damage, in exchange of longer cooldown. That would negate brainless LRM boating, and promote more skilled and "ammocare" usage.

Edited by MechB Kotare, 19 January 2016 - 06:52 AM.


#12 Khobai

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Posted 18 January 2016 - 06:04 PM

nope. LRMs are bad and need some key changes:

1) LRMs need WAY more projectile velocity because theyre f-ing stupidly slow and cant hit anything worth a damn past like 500-600m which makes them medium range missiles not LONG RANGE missiles like theyre SUPPOSED to be.

2) Artemis needs a buff because its just not worth the tonnage. At the very least it should increase the crit chance of SRMs and direct LRMs the same way the targeting computer does for energy/ballistic weapons.

3) LRMs need a huge nerf to indirect fire accuracy, they should only accurately hit with indirect fire if the target is tagged or narcd. LRMs should be a capable direct fire missile system that can indirect fire when certain conditions are met (i.e. TAG/NARC). That would make TAG/NARC a more important role that actually matters.

4) ECM still needs to be properly fixed so it no longer hard counters missiles (only soft counters them by increasing lock-on time). Same with BAP. All the other sensor warfare elements of the game need to be addressed too. And AMS would obviously need to be buffed as well due to the faster moving missiles.

Edited by Khobai, 18 January 2016 - 06:14 PM.


#13 Trauglodyte

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Posted 18 January 2016 - 06:52 PM

Yet another post that does nothing but make it so that LRMs, and potentially SRMs, will never be used. You do realize that this makes it so that the laser vomit crap that we have now and have pretty much had since beta will continue forever, right? If you get nuked into the dirt from LRMs because you can't hide behind something that is bigger than you - try ducking behind a teammate if you have to - then the blame is strictly and in totality you. As it stands, LRMs are the biggest waste of tonnage that you can possibly put on the mech and, sadly, they're the biggest idiot build that you can create. I continue to laugh, 2+ years later, that people think that it is a good idea to dedicate almost all of their tonnage to a weapon that they never use on targets in the open nor one that is capable of protecting them from Lights and Brawlers. Then, you get to laugh as they blow through launching wave after wave of missiles into buildings, mountains, teammates, etc. on targets that they barely had a lock.

Yes, let's definitely nerf them further.

#14 Khobai

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Posted 18 January 2016 - 07:21 PM

Quote

realize that this makes it so that the laser vomit crap that we have now and have pretty much had since beta will continue forever, right?


how lrms will outrange lasers? theyre supposed to be long range missiles. they should outrange lasers like they do in tabletop.

#15 LordNothing

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Posted 18 January 2016 - 07:21 PM

missiles are fine. except possibly the ineffective narc and lack of missile weapons that we should have in this timeline, like inferno and arrow iv.

Edited by LordNothing, 18 January 2016 - 07:26 PM.


#16 Sorbic

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Posted 18 January 2016 - 08:08 PM

You know, no matter how many times people say something like "LRMs effectiveness is entirely dependent on the target's skill rather than the shooter." it still won't be true. At least no more so than any other freaking weapon in the game. Seriously, I've dropped tons of LRMs are many a folk who makes such statements. Yes, there are counters which help reduce the threat and individually they definitely aren't OP but lets not pretend like LRMs can't be a threat in Puglandia. I mean before the ECM nerf I'd agree that they were total poo but not now.

#17 pbiggz

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Posted 18 January 2016 - 08:18 PM

View PostSorbic, on 18 January 2016 - 08:08 PM, said:

You know, no matter how many times people say something like "LRMs effectiveness is entirely dependent on the target's skill rather than the shooter." it still won't be true. At least no more so than any other freaking weapon in the game. Seriously, I've dropped tons of LRMs are many a folk who makes such statements. Yes, there are counters which help reduce the threat and individually they definitely aren't OP but lets not pretend like LRMs can't be a threat in Puglandia. I mean before the ECM nerf I'd agree that they were total poo but not now.


LRMs are the only weapon whos effectiveness is contingent upon a player making a mistake. I didn't get under cover in time, I get lrmed to death. Thats on me, I made a mistake. It doesn't make your weapon efficient at all. They're beyond underpowered. Except for in the most ridiculous fringe cases they're a waste of tonnage. They can't be used as a support weapon on other builds, the only way for them to work even remotely mediocre is to dedicate your entire tonnage to them and have someone spot for you, you get huge damage numbers, and maybe even a few kills that way, but nothing like the efficiency of direct fire weapons. That should be an indicator that there is indeed a problem.

#18 Lightfoot

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Posted 18 January 2016 - 08:24 PM

LRMs are already so bad you can't make them worse. I am sure there are places to hide on the new map too. About like Alpine, probably some ravines too.

#19 Novakaine

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Posted 18 January 2016 - 08:50 PM

What the absolute worst weapon in the game only boob noobz use them.
If you get two pieced by lrms then I just don't know what to say.
Unless.........
Posted Image

#20 El Bandito

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Posted 18 January 2016 - 09:05 PM

View PostParnage, on 18 January 2016 - 05:38 PM, said:

-Player complains about LRMS being too powerful.
-Player tries LRMS.
-Play fails because he has no idea how LRMS work effectively.
-Player calls blindly for LRM buffs.


I have never seen newbies/noobs calling for LRM buffs. Never.





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